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authorCrystalwarrior <varsash@gmail.com>2019-09-16 01:17:13 +0300
committerCrystalwarrior <varsash@gmail.com>2019-09-16 01:17:13 +0300
commit2268df7b152ac6de774d4eb8afa7ae502026b543 (patch)
treebcd1b0a9dde3b37d4cc8536f46f4ec65049e2b6f
parentbf999f195a0be20519356644df1940cf18d905e7 (diff)
Update preanim_timer to follow the weird ass time_mod constant
-rw-r--r--include/aocharmovie.h2
-rw-r--r--src/aocharmovie.cpp2
2 files changed, 3 insertions, 1 deletions
diff --git a/include/aocharmovie.h b/include/aocharmovie.h
index d066a399..ec7b9522 100644
--- a/include/aocharmovie.h
+++ b/include/aocharmovie.h
@@ -66,6 +66,8 @@ private:
QString m_emote;
QElapsedTimer actual_time;
+
+ //it will forever be a mystery who thought this time_mod system would ever be a good idea with precision-based emotes
const int time_mod = 60;
// These are the X and Y values before they are fixed based on the sprite's width.
diff --git a/src/aocharmovie.cpp b/src/aocharmovie.cpp
index 34c6c813..b795847a 100644
--- a/src/aocharmovie.cpp
+++ b/src/aocharmovie.cpp
@@ -164,7 +164,7 @@ void AOCharMovie::play_pre(QString p_char, QString p_emote, int duration)
//not without looping through all frames in the image at least - which causes lag. So for now it simply ends the preanimation early instead.
play_once = true;
if (duration > 0) //It's -1 if there's no definition in [Time] for it. In which case, it will let the animation run out in full. Duration 0 does the same.
- preanim_timer->start(duration); //This timer will not fire if the animation finishes earlier than that
+ preanim_timer->start(duration * time_mod); //This timer will not fire if the animation finishes earlier than that
play();
}